Comments (7)
The AdMob only works for Android and iOS, you need to download and install the plugins for the platforms.
Please check this video: https://www.youtube.com/watch?v=ZnlH3INcAGs
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Thank you!
I missed the step about adding the android-standard-template-[version].zip
content to the android/plugins
folder and in fact I didn't had the option "Ad Mob" in the Android export. I think that it's missing for Godot version 3.5.2
, so I had to downgrade to 3.5.1
.
I'm still having issues tho: following the video with a blank new project works, but if I try to implement this on the game I'm working on, after I export the apk and run the Example scene I get:
Rewarded failed to load, error_code = 3
Rewarded Interstitial failed to load, error_code = 3
Interstitial failed to load, error_code = 3
What is error_code = 3
? I read online that it may be caused by not setting the correct unit ID, but I left the default values (for example for Interstitial ads is ca-app-pub-3940256099942544/1033173712
). What other options from the export settings could possible cause this issue? Is it possible that having the Keystore Release fields set create problems while using test unit IDs? But this should be prevented setting the option "Export with Debug" on "Export Project..." right?
from godot-admob-plugin.
Mobile Ads SDK Forum Advisor
With regard to your concern for error code 3, it means that the ad request was successful, but no ad was returned due to lack of ad inventory.
This should not be a problem with your integration, it's a problem with AdMob server
Btw, are you using the sample APP ID to make the requests?
ca-app-pub-3940256099942544~3347511713
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Yes, I'm using the APP ID you reported.
But how is the "ad inventory" involved while using testing unit IDs? The use of those IDs is deliberately for displaying test ads, which should not be provided by any ad inventory.
My concern is that, because the test project works, there could be something about my configuration that is wrong? It's basically the same, with the difference that I have the Keystore Release set, because the app is already on Google Play. What about the configuration in the AdMob Editor, should I modify something here?
from godot-admob-plugin.
The ad inventory is from AdMob server, they don't have some ads to display to you, as I can see, there's not wrong with your implementation or our plugin.
Please check if you are using UMP, if you are, click to consent, if you do not consent, the probability of not seeing an advertisement for you is greater
from godot-admob-plugin.
@lucaleonardi your problem still persist?
from godot-admob-plugin.
@gumaciel not anymore, thanks for checking. Apparently it was a temporary problem as you pointed out, because now the interstitial and the ads load correctly 👍
I close the issue, thanks.
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Related Issues (20)
- ImageTexture.create_from_image(img) with Admob enabled creates 'torn' textures on Android HOT 1
- Godot Android Library 3.5.3 HOT 1
- IDFA explainer popup on iOS HOT 3
- Download of android component via tools does not work HOT 3
- Parse Error: Function "get_plugin_version()" not found in base self HOT 5
- Error opening file ''. when exporting apk failed HOT 3
- A way to know which version of this plugin I need for which version of Godot HOT 5
- App crash on remove node from tree after loading ad HOT 3
- Add Support for C# HOT 1
- [FEATURE] Implement Unit-Tests
- Update docs iOSAppPauseOnBackground
- Import error HOT 10
- Adjust documentation about IDFA
- ConsentInformation.update callbacks are called repeatedly HOT 2
- Implement EU User Consent Policy - missing plugin HOT 1
- Interstitial Timeout HOT 5
- Update documentation to v3.2.0
- Error after debugging process HOT 13
- Enable calling show() from a thread HOT 5
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